Balance

With the Legion Expansion out there now a lot of people are getting their first taste of the faction. It takes a little getting used to and won’t play quite the same as MLA. In some cases we’ve identified balance concerns and this will be dealt with in the next patch, but in others it’s that players are used to the game playing a particular way and need to approach the Legion differently.

Lead Balancer Elodea had this to say about the balance of this new faction:

“Our goals for pacing are roughly as follows:

Early game: skirmish phase. MLA does all it can to expand and harass in order to set itself up better for the mid game against a matured Legion economy. MLA having an expansion advantage is baked into the faction balance, with some of it compensated with +1 metal income in the T1 Legion Mass Extractor.In regard to MLA having trouble making significant attacks early on, keep in mind that Hives being buggy at the moment is hiding this layer of early gameplay. This will be addressed in the next patch.

Mid game: conflict phase. Legion’s infrastructure has matured enough to allow it to make much less risky offensive pushes.

Late game: if both players have survived until now, they are fully duking it out on equal terms with T2 armies, titans and such.

At first it will seem like games are unnecessarily prolonged because it’s different from the MLA vs MLA gameplay we got used to where it’s a rush to whoever can snowball the other the quickest. However, I think games that constantly have the players going back and forth are better than those where one player gets a sudden decisive advantage. For me an exciting game could be a 2 minute game as much as a 2 hour game – it’s all about the journey.

One of the problems with the MLA pacing I wanted to solve was that 1v1 never felt like it had a natural timing for escalation and progression to T2. It hinged much too heavily on players being equally skilled so that unequal matches tended to be incredibly volatile. While most games will roughly follow the above, you still have options for fast timing attacks though. For example air first Marauder pressure, Purger cliff sniping, Peackeeper/Lancer combo rushing, and maybe other cool combos I haven’t discovered yet.

That said, it’s true that not everyone has a lot of time to play any one game, so I am hoping to have 1v1 legion games be about 20-25 minutes on average. If the vast majority of games I see on PA Stats and Twitch streams end up significantly deviating from this then it’s an issue that will get attention.

It’s also true that legion’s slower expansion gameplay has an impact when it comes to fighting on many different planet radius or metal densities. We are aware that raiding potential forms an important part of the toolkit players have to deal with these changing variables. As such we have specifically given Legion units such as the Marauder, Stoke, Comet, and Starcannon. Patriots are also much faster than Spinners, allowing you to raid with Peacekeepers and Lancers even without air control (a big problem with MLA).

I hope that gave you a better idea of what we intended to achieve for the Legion Expansion. However, if we are actually getting long spaces of nothing to do, prolonged games where the winner is obvious already (1v1 especially), or cookie cutter roles and builds, then the team and I will definitely try to address them!”

If you checked out our item on PTE 89626 then know that this build appears unchanged. Major point of interest here is the removal of the ability to assist enemy units, thus removing the bomber hover exploit. Oh, and the Bolo has been renamed Ant following WPMarshall’s righteous victory in The Fight For The Ant.

AI

AI will do a better job of keeping the Commander safe.

Improved the AI’s use of Tesla Bots.

Balance

Fix for case where a second Ragnarok firing would overwrite a previous Ragnarok firing.

UI

You can no longer assist non-friendly units.

Improvements to the local server warnings:

1) If you have set the local server setting to OFF, you will no longer see a message warning that your computer does not meet the requirements. It will still warn you that you have to either sign in or change your settings.

2) The local server option in the server browser will be disabled if you have set the local server setting to OFF.
Certain UI elements in the system editor would appear briefly while the JS was loading. They no longer appear before the scene is ready.
Added keybindings for the ‘ammo’ build group.

Prevent player kill notifications from popping up at the start of a replay.

Fix starting planets not being indicated in the details pane of the server browser.

Miscellaneous

Bolos are now named Ants.

Added the structure tag to land mines.

Removed the ‘basic’ type from land mine, so that normal fabbers cannot build it. Also added the naval type, since mines can be built on water.

We now wait to check if the current build version is out of date until after the user has signed in.

Fix for an error that occurs when reconnecting to a game more than once.

Add Able commander to the catalog. This allows those that have Able to play it online.

Inform Windows that we are “DPI-aware” to fix Windows 10 changing the resolution of the game while in full screen mode.

AI

Balance

Fix for case where a second Ragnarok firing would overwrite a previous Ragnarok firing.

UI

You can no longer assist non-friendly units.

Improvements to the local server warnings:

1) If you have set the local server setting to OFF, you will no longer see a message warning that your computer does not meet the requirements. It will still warn you that you have to either sign in or change your settings.

2) The local server option in the server browser will be disabled if you have set the local server setting to OFF.
Certain UI elements in the system editor would appear briefly while the JS was loading. They no longer appear before the scene is ready.
Added keybindings for the ‘ammo’ build group.

Prevent player kill notifications from popping up at the start of a replay.

Fix starting planets not being indicated in the details pane of the server browser.

Miscellaneous

Bolos are now named Ants.

Added the structure tag to land mines.

Removed the ‘basic’ type from land mine, so that normal fabbers cannot build it. Also added the naval type, since mines can be built on water.

We now wait to check if the current build version is out of date until after the user has signed in.

Fix for an error that occurs when reconnecting to a game more than once.

Add Able commander to the catalog. This allows those that have Able to play it online.

Inform Windows that we are “DPI-aware” to fix Windows 10 changing the resolution of the game while in full screen mode.

Added kickstarter backer name to credits list and their planets names to the planet list.

Fix issue where planes that begin a new move order after moving over CSG would do a slow vertical take off rather than move forward.

Fix a crash that could occur on save/load due to uninitialized memory.

Fix some bad perf situations on client.

Fix for unnecessary nav overhead on the client.

Fix for uv scrolling behavior on units. Now materials are only updated when the unit is moving.

Fix for AI crash in transport to planet task if a planet gets destroyed during the loading step.

Added “anti_entity_targets_units” to weapon specs to speed up anti-entity weapons that do not target units.

Refactored auto repair task to speed it up a bit.

Shared armies will no longer self destruct after 10 minutes if one of the players disconnects. The army will only self destruct if all the players in the shared army disconnect.

Orbital Teleporter work:

Update orbital teleporter to use new inCircle function that evenly distributes points across area

Wondible Discoveries

There is a new stock mod for PAX. It seems to require a manually launched local server (I assume they had an infinite loop which restarted as soon as it finished) It has it’s own ui_mod_list.js and won’t work with regular UI mods. Even with them off, I get stuck on Loading Solar System.

A big PTE just landed. For those of you who are new, the PTE is the public test environment where Uber allow the community to try out changes ahead of them going live. Check out our guide for more information. Feedback for Uber should be left in the official thread for classic or TITANS.

If you spend most of your time playing against the AI then you’re in for a treat, because not only are there a host of AI improvements in this PTE, there’s also a big new feature: you can force the AI to spawn on a different planet from you if the system supports it. So if you’ve been wanting to force a slower opening and more orbital play, now you can.

This PTE has a big focus on isolating and fixing any crash issues that have been identified or reported since TITANS went live, so if you’ve been having a problem give it a whirl and see if that problem still exists.

If you’re a Linux user then this PTE has a fix for the menu issue.

Balance

Helios

Orbital teleports are inactive for a few seconds after entering orbit.

AI

Update to the neural network for Classic mode.

Toned down the AI’s nuke happy nature.

The AI should always be expanding its economy.

The AI now has a shutdown path to clean stuff up better.

AI will now create and destroy planet managers as needed.

Adjusted AI commander behavior a bit to keep it from doing nothing.

Improved the way the AI updates planet manager statuses.

Improved the way the AI calculates its main economy planet.

Improved the perf overhead of updating AI base deploy data.

Added some new cheap build conditions to test for platoon build items before we do the more costly canFindPlaceToAttack.

AI perf improvements to finding a place to attack.

AI should be less flippy floppy about what fabbers are assisting.

Improved AI Land and Orbital interplanetary assistance calculations.

Improved the way the AI chooses where to expand.

AI will build a bit more defenses.

AI should no longer attempt to build Halleys, Catalysts, or Ragnaroks if an ally already has one or more of them on the planet.

AI will now use the average max range for keeping targets at range.

This will help the AI keep as much DPS as possible in range of the target.

Fix for the AI getting stuck not sending out attacks due to the AI’s factory rally point being inside wreckage.

The AI will now disband units into the general squad.

Improved AI stuck detection for air based platoons.

More work on fixing issues preventing the AI from sending attacks.

Minor fixes to AI threat response.

Fix for issue in the AI where the recon gone state was not being handled.

Added an AI placement buffer value to the Ragnarok.

AI will no longer build the Ragnarok or the land/air titans on asteroids.

Added threat checks for the Orbital and Structure titan build items.

Fix for AI not clearing build items when a factory dies.

Fix for AI commander getting stuck if it was in danger as it teleported.

Added landing zone options to the AI in the lobby

If a system allows multi-planet spawns, you can force the AI to spawn on the same planet as a player, or on a planet with no players.

If the conditions are impossible, the AI will ignore the restrictions.

The option should only appear if the planet supports multi planet spawns.

Fix for AI checking Support Commander affordability against the advanced bot fabber.

Galactic War

Fixes for orbital unit damage upgrades in galactic war

Pathing

Units that are sent as a single interplanetary move order arrive spread out.

If a user made a mod that issued unique move orders across an entire planet it’d work fine and there’d be nothingwe could do to stop it.

Distribution isn’t even because createCelestialMoveTask is called before all units are added to the order. But it’s good enough for now.

orbital_arrival_radius and orbital_arrival_unit_radius are defined in nav.json. They can be tweaked to fudge things around.

Performance

AI influence map perf improvements.

Added a draw call limit to the virtual texture processing.

Helps limit the amount of time spent rendering virtual texture pages.

Also helps reduce the amount of memory allocated to virtual texturing in texture buffers.

More nav perf improvements, mainly in sweep waves.

System Editor

Editing landing zones will also lock in the position of metal spots (that way they will not be repositioned after you finish editing the landing zones).

UI

Added restrictions to the bounty mode modifier. Values must be within [0.1, 1.0]

Added kickstarter backer name to credits list and their planets names to the planet list.

Fix issue where planes that begin a new move order after moving over CSG would do a slow vertical take off rather than move forward.

Fix a crash that could occur on save/load due to uninitialized memory.

Fix some bad perf situations on client.

Fix for unnecessary nav overhead on the client.

Fix for uv scrolling behavior on units. Now materials are only updated when the unit is moving.

Fix for AI crash in transport to planet task if a planet gets destroyed during the loading step.

Added “anti_entity_targets_units” to weapon specs to speed up anti-entity weapons that do not target units.

Refactored auto repair task to speed it up a bit.

Shared armies will no longer self destruct after 10 minutes if one of the players disconnects. The army will only self destruct if all the players in the shared army disconnect.

Orbital Teleporter work:

Update orbital teleporter to use new inCircle function that evenly distributes points across area

Wondible Discoveries

There is a new stock mod for PAX. It seems to require a manually launched local server (I assume they had an infinite loop which restarted as soon as it finished) It has it’s own ui_mod_list.js and won’t work with regular UI mods. Even with them off, I get stuck on Loading Solar System.

Been subject to any nagging issues following the release of TITANS? Well there’s a hotfix out now to resolve those report by players to Uber. It also has some small AI updates, and a few balance tweaks including a nerf to the Squall.

If you’re running the PTE, well you don’t need to any more as stable is now the most up-to-date branch. The official thread for this update can be found here for TITANS and here for Classic.

Balance

Solar Drone (Icarus)

Underwater Vision decreased to 50 from 500

Nuke Tank (Manhattan)

Armor Damage Orbital increased to 0.33 from 0.0

Armor Damage Commander set to 0.33

Drone Carrier (Typhoon)

Ammo Demand decreased to 15 from 30

Missile Drone (Squall)

Metal Cost increased to 90 from 30 (Only will affect repair speed)

Health Regen decreased to -3 from -1

Acceleration decreased to 80 from 90

Move Speed decreased to 80 from 90

Turn Speed decreased to 240 from 270

AI

Updated Classic land neural net data.

Titans land neural net update

Titans air neural net update

Galactic War

Galactic War Titan cards will now properly interact with the orbital and air titan, and will not show up in Classic PA

Bugfix/Polish

Fix for crash when loading a save or resuming a game where an entity spawned and died on the same tick.

Fix for a crash in closestPointPlane

Fix for a crash caused by units trying to initialize a celestial move task after their planet has been blown up but before the unit has been destroyed.

When launching PA Classic on Steam when you own TITANS, the Quit & Install / Quit & Launch buttons on the popup now initiate the install or launch for you.

Fix for AI crash on shutdown in the interplanetary request system

Fix for a crash in BuildTask

Fix for a crash when loading a save with a unit with a celestial body and no order.

Fix for a crash when SimWeapon is verifying index in one place and not in another

Make main.css rules a little more specific

Fix some cursors on certain Linux drivers

Sim units no longer kill the server if spawned with an invalid spec id.

Shut down empty load_save servers.

Set +x bit on published Linux files that need it. Fixes the Linux download not working out of the box

Fix default parameters to panel.move.

Fix for boolean inversion in the build task when creating the unit.

Added a ‘no-gpu’ option to the panel api. This allows us to reduce the number of processes and interacting with the gpu. Enabling software-ui has been know to solve certain ui crashes, and this offers a more balanced solution.

Titans should no longer teleport

Never automatically set particle data format as PositionWithAlpha. The format is almost never used, and when it is it’s usually by mistake and causes something to break.

Events for enemy units will no longer be treated as your events. This bug was most noticeable with the idle fabber/factory widget

So you’ve got your teeth into TITANS and that’s great. We’re seeing much higher player numbers across both classic and TITANS, and over in TITANS T2 has become a normal part of 1v1 play. It’s all very exciting.

The focus of this patch is on crushing a number of bugs which have been reported. For TITANS players there’s also an adjustment to the capabilities of the Squall, which should serve to limit the (some might say overwhelming) danger the Typhoon represents.

AI

Galactic War

Galactic War Titan cards will now properly interact with the orbital and air titan, and will not show up in Classic PA

Bugfix/Polish

Fix for crash when loading a save or resuming a game where an entity spawned and died on the same tick.

Fix for a crash in closestPointPlane

Fix for a crash caused by units trying to initialize a celestial move task after their planet has been blown up but before the unit has been destroyed.

When launching PA Classic on Steam when you own TITANS, the Quit & Install / Quit & Launch buttons on the popup now initiate the install or launch for you.

Fix for AI crash on shutdown in the interplanetary request system

Fix for a crash in BuildTask

Fix for a crash when loading a save with a unit with a celestial body and no order.

Fix for a crash when SimWeapon is verifying index in one place and not in another

Make main.css rules a little more specific

Fix some cursors on certain Linux drivers

Sim units no longer kill the server if spawned with an invalid spec id.

Shut down empty load_save servers.

Set +x bit on published Linux files that need it. Fixes the Linux download not working out of the box

Fix default parameters to panel.move.

Fix for boolean inversion in the build task when creating the unit.

Added a ‘no-gpu’ option to the panel api. This allows us to reduce the number of processes and interacting with the gpu. Enabling software-ui has been know to solve certain ui crashes, and this offers a more balanced solution.

Titans should no longer teleport

Never automatically set particle data format as PositionWithAlpha. The format is almost never used, and when it is it’s usually by mistake and causes something to break.

Events for enemy units will no longer be treated as your events. This bug was most noticeable with the idle fabber/factory widget

So while I was on holiday it seems the elves at Uber have been busy little boys and girls. First let’s catch-up on the latest stable release, with the introduction of ChronoResume (resume anywhere), along with a huge host of AI updates.

Praise, complaints, thoughts and bug reports should be left in the official thread.

Hotfix Build 82369

Fix for largest cause of “Lost connection to server” issues. We will continue monitoring the issue and make more fixes where needed. Sorry for the issue, and thanks for your patience!

Release Build 82293

ChronoResume

Added Resume Anywhere

To use:

Load or start a game or replay

Open Chronocam

Rewind back to where you want to go. (You have to rewind at least 2 seconds)

Select the Play From Here (Beta) button and Yes when asked “Rewind history and restart battle?”

Wait for simulation to load​

Please note, replays prior to the introduction of ChronoResume do no support this feature.

Balance

AA missile tiny AOE radius

Naval firing arc adjustments

Units are now able to reclaim wreckage and trees while patrolling

Reclaim will not occur if metal storage is full

Fighter (Hummingbird)

Splash Damage set to 20

Splash Radius increased to 0.75 from 0

Full Damage Splash Radius increased to 0.75 from 0

Removed death weapon

Bomber (Bumblebee)

Removed death weapon

Interplanetary Fighter (Phoenix)

Splash Damage set to 25

Splash Radius increased to 0.75 from 0

Full Damage Splash Radius increased to 0.75 from 0

Removed death weapon

Missile Bomber (Hornet)

Removed death weapon

Commander

Anti-Air Splash Damage set to 25

Anti-Air Splash Radius increased to 0.75 from 0

Full Damage Splash Radius increased to 0.75 from 0

Missile Vehicle (Spinner)

Splash Damage set to 20

Splash Radius increased to 0.75 from 0

Full Damage Splash Radius increased to 0.75 from 0

Missile Turret (Galata)

Splash Damage set to 20

Splash Radius increased to 0.75 from 0

Full Damage Splash Radius increased to 0.75 from 0

Frigate (Narwhal)

Splash Damage set to 20

Splash Radius increased to 0.75 from 0

Full Damage Splash Radius increased to 0.75 from 0

Ammo Velocity decreased to 85.0 from 150.0

Destroyer (Orca)

Ammo Velocity decreased to 85.0 from 150.0

Battleship (Leviathan)

Ammo Velocity decreased to 110.0 from 150.0

Missile Ship (Stingray)

Splash Damage set to 25

Splash Radius increased to 0.75 from 0

Grenadier

Now prioritizes turrets and commanders over its normal targeting priorities

Firing arc and effects adjustments

Added a small explosion when ammo hits to better communicate its small amount of splash damage

Ammo Gravity Scalar increased to 6 from 3

Max Firing Velocity increased to 88 from 68

Min Firing Velocity increased to 85 from 65

Added a small explosion when ammo hits to better communicate its small amount of splash damage

Anti-Nuke

Accuracy improvement

Ammo Velocity increased to 1500.0 from 500.0

Unit Cannon

Fix Unit Cannon not decaying if you stop building it

Atrophy Rate set to 140

Atrophy Cool Down set to 15

Bot Factory

Placement Size changed to [40,55] from [30,55]

Area Build Separation decreased to 2 from 10

Vehicle Factory

Placement Size changed to [40,55] from [30,55]

Area Build Separation decreased to 2 from 10

Naval Factory

Placement Size changed to [40,50] from [20,50]

Area Build Separation decreased to 2 from 10

Air Factory

Placement Size changed to [40,40] from [30,30]

Area Build Separation decreased to 2 from 10

Advanced Bot Factory

Placement Size changed to [60,80] from [50,80]

Area Build Separation decreased to 2 from 7

Advanced Vehicle Factory

Placement Size changed to [60,80] from [50,80]

Area Build Separation decreased to 2 from 6

Advanced Naval Factory

Area Build Separation decreased to 5 from 10

Advanced Air Factory

Placement Size changed to [60,60] from [50,50]

Area Build Separation decreased to 2 from 7

AI

Added a new AI difficulty named ‘idle’. This AI will never take any action

Normal AI adjusted to make it more passive while making its expansion and base building behavior less erratic

AI will take into account allied forces when calculating planet wide threat

Added stuck detection for AI area build task

Adjusted stuck AI stuck detection sensitivity

Reduced AI factory buffer size

AI will send more units at once through a teleporter from planets it has full control of

AI will expand faster on planets it has full control of

Adjusted how the AI sees armies occupying a planet

AI will do a better job of balancing its economy

AI can now use bomb bots

AI can now build and use the Unit Cannon

AI should try to get all of its units cannons in sync

AI will once again send orbital radars to other planets

AI will send fabbers with no build task back to a rally point, out of harms way

AI should do a better job of not sending fabbers half way around the planet right after dropping them off at a planet

AI will now enqueue orders on the sim rather than issuing them directly

AI will build more AA vehicles if it is losing the air battle

AI will build a deep space radar earlier when on a planet by itself

AI will build an orbital launcher earlier when on a planet by itself

AI will be more likely to place a teleporter on a planet, in anticipation of needing it later

AI will keep a group of fighters and bombers at the ready when on a planet by itself

AI will build at least one air factory when on a planet by itself

Improved the AI’s handling of Gas Giants

Added “unable_to_expand_delay” as an AI personality setting. The AI will now accumulate time that it is unable to expand. Once they delay has been reached, it will set the unable to expand flag, allowing the AI to react accordingly

Minor balance to get the AI building the Delta V Engine and Control Module again

Fix for bug preventing the AI from using Delta V Engines

Fix for the PlanetHasUseableWeapon build condition not working as expected

The CanAffordBuildDemand build condition now supports build items with no spec to build. This will now just evaluate the condition using the fabber’s build arm drain

Added new AI build conditions:

CurrentEnergyEfficiency

CurrentMetalEfficiency

SpawnablePlanetCount

PlanetIsMainEcoBase

DistFromNearestEnemyThreat

PlanetHighestEnemyArmyThreat

FocusTargetThreatRatio

PlanetHighestEnemyArmyThreatRatio

PlanetIsGasGiant

Fix for AI not expanding on planets with little to no metal

Fix for typo in AI fabber air builds

Fixes for cases where the AI would seem to lose track of a fabber

Fix where the AI would get stuck on mixed terrain planets

AI platoon templates and unit map are now located in a separate folder in the AI content folder

The AI can now load multiple platoon template and unit map files

Added a cheaper path fixup function to nav. AI now makes use of the cheaper path fixup function

AI no longer ticks platoons that are in celestial transit

AI will not tick platoons in transit via the unit cannon

AI now can now create unit threat data on demand. This helps support units that are not included in unit_list.json

Removed unnecessary AI build item

Fix for some AI planet counting stuff

Updated default personality values

Build item renames

Fix the AllMetalSpotsFull build condition

Armory

Added two new Commanders

ToddFather

TheFlax

Save/Load

Changed the way local GW saves are named to avoid filename issues

Systems

Added two new large-scale prototype maps and put up a new iteration of one of the 1v1 prototypes in addition to 3 other prototype maps

Set the default water depth for planets to 100%. This only affects Galactic War and will only affect new wars

UI

Changing your primary color will no longer reset your secondary color

The lobby will remember the last AI difficulty you selected and will use that level by default

Removed Twitch integration as Twitch is no longer supporting it. Customers can still use a third party application, like OBS, to stream PA to Twitch

The system display widget will no longer show the missing image symbol when you rapidly change the system in the game lobby.

Uber have released PTE Build 82000 following on from PTE 81029 which introduced ChronoResume. Its functionality has been enhanced with the ability to resume anywhere when the game has finished and in replays! This PTE also comes packed with a huge number of AI fixes and enhancements, along with some additions which will help AI modders such as me make it an even more challenging opponent. Finally there are some fixes for both outstanding UI and Linux issues.

Uber are still working on updates to Galactic War, but jables has stated that he hopes to have them ready for PTE next week. Fingers crossed!

AI

AI will take into account allied forces when calculating planet wide threat

Added stuck detection for AI area build task

Adjusted stuck AI stuck detection sensitivity

Reduced AI factory buffer size

AI will send more units at once through a teleporter from planets it has full control of

AI will expand faster on planets it has full control of

Adjusted how the AI sees armies occupying a planet

AI will do a better job of balancing its economy

AI can now use bomb bots

AI can now build and use the Unit Cannon

AI should try to get all of its units cannons in sync

AI will once again send orbital radars to other planets

AI will send fabbers with no build task back to a rally point, out of harms way

AI should do a better job of not sending fabbers half way around the planet right after dropping them off at a planet

AI will now enqueue orders on the sim rather than issuing them directly

AI will build more AA vehicles if it is losing the air battle

AI will build a deep space radar earlier when on a planet by itself

AI will build an orbital launcher earlier when on a planet by itself

AI will be more likely to place a teleporter on a planet, in anticipation of needing it later

AI will keep a group of fighters and bombers at the ready when on a planet by itself

AI will build at least one air factory when on a planet by itself

Improved the AI’s handling of Gas Giants

Added “unable_to_expand_delay” as an AI personality setting. The AI will now accumulate time that it is unable to expand. Once they delay has been reached, it will set the unable to expand flag, allowing the AI to react accordingly

Minor balance to get the AI building the Delta V Engine and Control Module again

Fix for bug preventing the AI from using Delta V Engines

Fix for the PlanetHasUseableWeapon build condition not working as expected

The CanAffordBuildDemand build condition now supports build items with no spec to build. This will now just evaluate the condition using the fabber’s build arm drain

Added new AI build conditions:

CurrentEnergyEfficiency

CurrentMetalEfficiency

SpawnablePlanetCount

PlanetIsMainEcoBase

DistFromNearestEnemyThreat

PlanetHighestEnemyArmyThreat

FocusTargetThreatRatio

PlanetHighestEnemyArmyThreatRatio

PlanetIsGasGiant

Fix for AI not expanding on planets with little to no metal

Fix for typo in AI fabber air builds

Fixes for cases where the AI would seem to lose track of a fabber

Fix where the AI would get stuck on mixed terrain planets

AI platoon templates and unit map are now located in a separate folder in the AI content folder

The AI can now load multiple platoon template and unit map files

Added a cheaper path fixup function to nav. AI now makes use of the cheaper path fixup function

AI no longer ticks platoons that are in celestial transit

AI will not tick platoons in transit via the unit cannon

AI now can now create unit threat data on demand. This helps support units that are not included in unit_list.json

Removed unnecessary AI build item

Fix for some AI planet counting stuff

Updated default personality values

Build item renames

Fix the AllMetalSpotsFull build condition

Balance

Units are now able to reclaim wreckage while patrolling

Patrolling units are now able to reclaim trees

Grenadier

Firing arc and effects adjustments

Ammo Gravity Scalar increased to 6 from 3

Max Firing Velocity increased to 88 from 68

Min Firing Velocity increased to 85 from 65

Added a small explosion when ammo hits to better communicate its small amount of splash damage

Anti-Nuke

Accuracy improvement

Ammo Velocity increased to 1500.0 from 500.0

Unit Cannon

Fix Unit Cannon not decaying if you stop building it

Atrophy Rate set to 140

Atrophy Cool Down set to 15

Chronocam

Resume Anywhere fixes

Enable Resume Anywhere after gameover

Enable ChronoResume for replays

System Editor

Set the default water depth for planets to 100%. This only affects Galactic War and will only affect new wars

UI

Removed Twitch integration as Twitch is no longer supporting it. Customers can still use a third party application, like OBS, to stream PA to Twitch

The system display widget will no longer show the missing image symbol when you rapidly change the system in the game lobby.

It’s time for another PTE. Hidden amongst the minor AI tweaks and fix for naval shots missing their targets is the first release of a major feature: resume anywhere. Named ChronoResume you can now rewind time and do it all differently.